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World of Warships
Re: World of Warships
How are you converting all of the files? 3d obj converter only seems to work on the bow, it corrupts the rest of the parts.
I can place the parts manually in 3ds max for renders if I can find a way to get them converted cleanly.
I can place the parts manually in 3ds max for renders if I can find a way to get them converted cleanly.
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Re: World of Warships
Killstr3aKs wrote:God damnit, i couldn't find anything useful. I searched for "midback" in the whole WoWS directory and the only files that came up were models. It's absurd :(
Guys, you both really disappointed me ))Wobble wrote:The problem is, there are no .xml scripts that tell how to put the pieces together.
All data you trying to find so long time is stored in .visual files right in the ship folder. Sorry I didn't see this topic earlier )
Also converter is already available - WoT Model Editor. But i use old version B23 which seems more quiet.
I convert every mesh to obj, then assemble in max. Hardest part is figure out which external part is, because they named like HP_JD_3, HP_JGA_7 - etc. With little logic you can figure out that JD is "Japanese Director" and JGA it's "Japanese Gun Artillery", but I can't find any clue for guns/directors/finders exact models. So I use Process Monitor for tracing files loaded by game when I activate ship preview.
Some results:
(Yamato and Aurora)
PS: About textures:
You can find up to four textures for one material - xxxxx_a.dds, xxxxx_n.dds, xxxxx_ao.dds, xxxxx_mg.dds.
I use _a for Diffuse, _n for Normal Map, and R G channels of _mg for Specular and Glossiness (easy to extract with XnViewMP):
As you can see it's looking enough good, but not like in game. It's because game uses new rendering model - PBR, so those textures must be in Albedo, Bump, Metalness and Roughness channels of PBR-Material in PBR-compatible programs, like UE4, Unity, PBR-build of Blender, Substance and Marmoset.
Also, in later game build, devs adds new Blue channel to _mg textures:
Looks like mask for burned or rusty parts, but not sure.
Update: this is camo mask for sure :)
PPS: Materials in converter (tested with B23 only):
Converter seek for textures in .visual file with same name as .primitive you import. But in WarShips devs changed format, and instead of links to textures now nere link to something like material file - .mfm, which contains links to textures.
If you want to open already textured meshes, you have to edit .visual files by copypasting links from .mfm's to .visual:
Open .visual in text editor (I use Notepad++), find row with link to .mfm, select than row, open corresponding .mfm in text editor, select rows for replace and copy them (Ctrl+C), then activate window with .visual and selected row and press Ctrl+V to replace that row:
Rows to replace must ends by Diffuse texture, because converter maps only last texture in list.
Result:
Repeat for another rows with links to .mfm and save.
Theoretically is enough to replace row with .mfm link only with link to Diffuse texture:
Code: Select all
<property> diffuseMap
<Texture> content/gameplay/russia/ship/cruiser/textures/RSC001_Avrora_1917_a.tga </Texture>
</property>Code: Select all
<property> doubleSided
<Bool> false </Bool>
</property>After loading .primitive with edited .visual you should get this:
As you can see, link to .tga texture didn't affect loading in .dds, so no need to conversion or renaming here.
Last edited by Andrakann on Wed Dec 16, 2015 12:50 am, edited 5 times in total.
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Re: World of Warships
You can't see turrets on my renders?Wobble wrote:There is a master .xml script for each tank that tells where to place the torret, chassis, hull, etc... in relation to each other.
But better to use xxxx_compound.visual - identical parts groupped here.
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Re: World of Warships
Got your point, an this is only thing i didn't find too (i get filenames from Process Explorer).Wobble wrote:Now, where is the connection between the HP_JGM_1/2/3 and JGM001_460mm45_Type96 ?
But this not a big problem, like:
We know mount points for all pieces, only problem is exact external models detection - visually or with side software.Wobble wrote:The problem is, there are no .xml scripts that tell how to put the pieces together.
Anyway, good news here - Mike Overbay, author of WoT Model Editor, have plans for World of Warships support in his editor
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Re: World of Warships
Hello People!
This is Mike.. or Coffee Or Phux.. I know.. Confusing huh?
I prefer Coffee as I'm addicted to it
Anyway...
Good news.. My WoT/W editor can now export the entire loaded model set as one file in either FBX or OBJ Format
You can get it http://www.curseforge.com/projects/48190/ there.
I am looking for some help..
I read every word in this forum thread and it seems we all have the same problem.. WHERE THE HELL IS THE INFORMATION ON WHAT GUNS ARE ON WHAT SHIPS??!!
Yes... it is easy to get the Hard Points (HP) translations and I'm working on creating the datasets to store this in preparation of loading the all the extra pieces of each section.
What we know so far:
There are 4 main sections
bow
midfront
midback
stern
Each of these are built of sections.. Any name with crack in it is a damaged piece of the hull. In my editor, before exporting the entire model , either FBX or OBJ, you can hide these by double clicking on their names in the objects list in the upper right. double clicking is a big part of the editors interface. READ the help file!
Anyway.. I have came to the conclusion that the information about the gun types is stored in the client. It must be because I spent the last 5 hours looking everywhere for the an XML with this info.
So.. I have a solution but I need help.
What I need are files created that have the information we need. This will involved taking screen shots of each ship and creating a text file for each one.
I know this IS a lot of work but there is no other solution I can think to solve this problem.
I'm going to lay out the format these text files must be in so I can parse them. No need for XML tags.
We will make a bunch of files called usa_ship_data.txt , russian_ship_data.txt, japan_ship_data.txt... and so forth for all nations. As the game evolves and more ships are added, these files can be updated.
We could split this work up between a few members here and each person work on 1-2 files to get this done faster.
In these files we will expect that any line that starts with the # to be a comment line:
A ship entry in the file will look like this: Note..THIS IS AN EXAMPLE. I just cut and pasted the paths cause I dont know what they really are.
Any part of the ship that can't be found using either the port or compound files will need to be in this file under that ships section.
Most of the guns will more than likely be the same gun so Gun AGA_1 is probably the same as AGA_2 BUT.. I still need these entries in to the file!
I will use the SHIP: to split the file in to data sets for each ship.
If you people want me to change the WoT/W Editor to load every part of the ships section ,main guns, AA guns and so on, I need these files created. I do NOT have the time to do this alone and work on the editor at the same time. I would like to have this part of the project done by this Saturday Aug, 8th.. But I dont think all the files can be created by then but I need at least one nation started so I can add the code to read it. Start with the biggest ships first and work backwards.. It's always good to do the long part of a job first. The ship orders in the files do not matter. I will be searching the data by the ships full name as I have them in the example file format.
If you are willing to work on this.. Send me an Email : thecooltoolathotmail.com
I will give everyone that helps Credit in the Help file for your work
Thanks,
Coffee
This is Mike.. or Coffee Or Phux.. I know.. Confusing huh?
I prefer Coffee as I'm addicted to it
Anyway...
Good news.. My WoT/W editor can now export the entire loaded model set as one file in either FBX or OBJ Format
You can get it http://www.curseforge.com/projects/48190/ there.
I am looking for some help..
I read every word in this forum thread and it seems we all have the same problem.. WHERE THE HELL IS THE INFORMATION ON WHAT GUNS ARE ON WHAT SHIPS??!!
Yes... it is easy to get the Hard Points (HP) translations and I'm working on creating the datasets to store this in preparation of loading the all the extra pieces of each section.
What we know so far:
There are 4 main sections
bow
midfront
midback
stern
Each of these are built of sections.. Any name with crack in it is a damaged piece of the hull. In my editor, before exporting the entire model , either FBX or OBJ, you can hide these by double clicking on their names in the objects list in the upper right. double clicking is a big part of the editors interface. READ the help file!
Anyway.. I have came to the conclusion that the information about the gun types is stored in the client. It must be because I spent the last 5 hours looking everywhere for the an XML with this info.
So.. I have a solution but I need help.
What I need are files created that have the information we need. This will involved taking screen shots of each ship and creating a text file for each one.
I know this IS a lot of work but there is no other solution I can think to solve this problem.
I'm going to lay out the format these text files must be in so I can parse them. No need for XML tags.
We will make a bunch of files called usa_ship_data.txt , russian_ship_data.txt, japan_ship_data.txt... and so forth for all nations. As the game evolves and more ships are added, these files can be updated.
We could split this work up between a few members here and each person work on 1-2 files to get this done faster.
In these files we will expect that any line that starts with the # to be a comment line:
A ship entry in the file will look like this: Note..THIS IS AN EXAMPLE. I just cut and pasted the paths cause I dont know what they really are.
Code: Select all
SHIP:ASB001_Michigan_1916
# Main Guns
AGM_1:content\gameplay\usa\gun\main\AGM019_8in55_CA68\AGM019_8in55_CA68.primitive
AGM_2:content\gameplay\usa\gun\main\AGM019_8in55_CA68\AGM019_8in55_CA68.primitive
AGM_3:content\gameplay\usa\gun\main\AGM019_8in55_CA68\AGM019_8in55_CA68.primitive
# AntiAircraft guns
HP_AGA_1:content\gameplay\usa\gun\aaircraft\AGA002_40mm_Bofors_Mk1\AGA002_40mm_Bofors_Mk1.primitives
#############################################
more ships listed
#
SHIP:ASB006_New_York_1934
AGM_1:content\gameplay\usa\gun\main\AGM019_8in55_CA68\AGM019_8in55_CA68.primitive
AGM_2:content\gameplay\usa\gun\main\AGM019_8in55_CA68\AGM019_8in55_CA68.primitive
AGM_3:content\gameplay\usa\gun\main\AGM019_8in55_CA68\AGM019_8in55_CA68.primitive
# AntiAircraft guns
HP_AGA_1:content\gameplay\usa\gun\aaircraft\AGA002_40mm_Bofors_Mk1\AGA002_40mm_Bofors_Mk1.primitives
HP_AGA_2:content\gameplay\usa\gun\aaircraft\AGA002_40mm_Bofors_Mk1\AGA002_40mm_Bofors_Mk1.primitives
#############################################
More ships listed.
Most of the guns will more than likely be the same gun so Gun AGA_1 is probably the same as AGA_2 BUT.. I still need these entries in to the file!
I will use the SHIP: to split the file in to data sets for each ship.
If you people want me to change the WoT/W Editor to load every part of the ships section ,main guns, AA guns and so on, I need these files created. I do NOT have the time to do this alone and work on the editor at the same time. I would like to have this part of the project done by this Saturday Aug, 8th.. But I dont think all the files can be created by then but I need at least one nation started so I can add the code to read it. Start with the biggest ships first and work backwards.. It's always good to do the long part of a job first. The ship orders in the files do not matter. I will be searching the data by the ships full name as I have them in the example file format.
If you are willing to work on this.. Send me an Email : thecooltoolathotmail.com
I will give everyone that helps Credit in the Help file for your work
Thanks,
Coffee
I'd love to change the world but I can't get my hands on the code.
- Coffee
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Re: World of Warships
Well.. After working on this for a while, there are so damn many unknowns this is out of control..
AD_n <--- American Directors
AGA_n <--- Antiaircraft gun
AMG_n <--- main gun..
on and on.. this will make creating lookup files so much work i'm doubting its worth the effort
AD_n <--- American Directors
AGA_n <--- Antiaircraft gun
AMG_n <--- main gun..
on and on.. this will make creating lookup files so much work i'm doubting its worth the effort
I'd love to change the world but I can't get my hands on the code.
- Coffee
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Re: World of Warships
This is good..
It doesn't matter to me and this would actually make it easy to edit in my editor: http://www.curseforge.com/projects/69858/
I have been looking for a file that has the info for 2 days on and off.. If its there.. its in some format I cant read.. Maybe it IS in the gameparams.data but I spent an hour looking and searching through it.
Thanks for the input..
Now get to work making these! (kidding) Its a huge amount of work!
Coffee
EDIT: I have added the code to get all the data in the post or compound files.. there is no consistency in these.. some ships most of the data is in the port.. others its in the compound... some ships have NO compound file..
I just had an Idea.. Maybe I could write a tool that would create temple files that would only need the partial data put in.
I could even add most if not all the path to the components that we know what and where they are.
I'll do that
It doesn't matter to me and this would actually make it easy to edit in my editor: http://www.curseforge.com/projects/69858/
I have been looking for a file that has the info for 2 days on and off.. If its there.. its in some format I cant read.. Maybe it IS in the gameparams.data but I spent an hour looking and searching through it.
Thanks for the input..
Now get to work making these! (kidding) Its a huge amount of work!
Coffee
EDIT: I have added the code to get all the data in the post or compound files.. there is no consistency in these.. some ships most of the data is in the port.. others its in the compound... some ships have NO compound file..
I just had an Idea.. Maybe I could write a tool that would create temple files that would only need the partial data put in.
I could even add most if not all the path to the components that we know what and where they are.
I'll do that
I'd love to change the world but I can't get my hands on the code.
